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@luma.gl/engine - npm Package Compare versions

Comparing version 9.0.9 to 9.0.10

26

dist/model/model.d.ts

@@ -23,2 +23,4 @@ import type { TypedArray, RenderPipelineProps, RenderPipelineParameters } from '@luma.gl/core';

shaderInputs?: ShaderInputs;
/** Bindings */
bindings?: Record<string, Binding>;
/** Parameters that are built into the pipeline */

@@ -28,6 +30,8 @@ parameters?: RenderPipelineParameters;

geometry?: GPUGeometry | Geometry | null;
/** @deprecated Use instanced rendering? Will be auto-detected in 9.1 */
isInstanced?: boolean;
/** instance count */
instanceCount?: number;
/** Vertex count */
vertexCount?: number;
/** instance count */
instanceCount?: number;
indexBuffer?: Buffer | null;

@@ -80,6 +84,8 @@ /** @note this is really a map of buffers, not a map of attributes */

bufferLayout: BufferLayout[];
/** Use instanced rendering */
isInstanced: boolean | undefined;
/** instance count. `undefined` means not instanced */
instanceCount: number;
/** Vertex count */
vertexCount: number;
/** instance count */
instanceCount: number;
/** Index buffer */

@@ -148,2 +154,7 @@ indexBuffer: Buffer | null;

/**
* Updates the instance count (used in draw calls)
* @note Any attributes with stepMode=instance need to be at least this big
*/
setInstanceCount(instanceCount: number): void;
/**
* Updates the vertex count (used in draw calls)

@@ -153,8 +164,5 @@ * @note Any attributes with stepMode=vertex need to be at least this big

setVertexCount(vertexCount: number): void;
/**
* Updates the instance count (used in draw calls)
* @note Any attributes with stepMode=instance need to be at least this big
*/
setInstanceCount(instanceCount: number): void;
/** Set the shader inputs */
setShaderInputs(shaderInputs: ShaderInputs): void;
/** Update uniform buffers from the model's shader inputs */
updateShaderInputs(): void;

@@ -161,0 +169,0 @@ /**

@@ -42,2 +42,5 @@ // luma.gl

varyings: [],
isInstanced: undefined,
instanceCount: 0,
vertexCount: 0,
shaderInputs: undefined,

@@ -67,6 +70,8 @@ pipelineFactory: undefined,

// Dynamic properties
/** Use instanced rendering */
isInstanced = undefined;
/** instance count. `undefined` means not instanced */
instanceCount = 0;
/** Vertex count */
vertexCount;
/** instance count */
instanceCount = 0;
/** Index buffer */

@@ -166,4 +171,4 @@ indexBuffer = null;

// Apply any dynamic settings that will not trigger pipeline change
if (props.vertexCount) {
this.setVertexCount(props.vertexCount);
if (props.isInstanced) {
this.isInstanced = props.isInstanced;
}

@@ -173,2 +178,5 @@ if (props.instanceCount) {

}
if (props.vertexCount) {
this.setVertexCount(props.vertexCount);
}
if (props.indexBuffer) {

@@ -255,2 +263,3 @@ this.setIndexBuffer(props.indexBuffer);

vertexArray: this.vertexArray,
isInstanced: this.isInstanced,
vertexCount: this.vertexCount,

@@ -343,2 +352,15 @@ instanceCount: this.instanceCount,

/**
* Updates the instance count (used in draw calls)
* @note Any attributes with stepMode=instance need to be at least this big
*/
setInstanceCount(instanceCount) {
this.instanceCount = instanceCount;
// luma.gl examples don't set props.isInstanced and rely on auto-detection
// but deck.gl sets instanceCount even for models that are not instanced.
if (this.isInstanced === undefined && instanceCount > 0) {
this.isInstanced = true;
}
this.setNeedsRedraw('instanceCount');
}
/**
* Updates the vertex count (used in draw calls)

@@ -351,10 +373,3 @@ * @note Any attributes with stepMode=vertex need to be at least this big

}
/**
* Updates the instance count (used in draw calls)
* @note Any attributes with stepMode=instance need to be at least this big
*/
setInstanceCount(instanceCount) {
this.instanceCount = instanceCount;
this.setNeedsRedraw('instanceCount');
}
/** Set the shader inputs */
setShaderInputs(shaderInputs) {

@@ -370,2 +385,3 @@ this.shaderInputs = shaderInputs;

}
/** Update uniform buffers from the model's shader inputs */
updateShaderInputs() {

@@ -372,0 +388,0 @@ this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());

{
"name": "@luma.gl/engine",
"version": "9.0.9",
"version": "9.0.10",
"description": "3D Engine Components for luma.gl",

@@ -46,3 +46,3 @@ "type": "module",

"dependencies": {
"@luma.gl/shadertools": "9.0.9",
"@luma.gl/shadertools": "9.0.10",
"@math.gl/core": "^4.0.0",

@@ -52,3 +52,3 @@ "@probe.gl/log": "^4.0.2",

},
"gitHead": "1715a33d52c6d23227cd3f62e163a40ea9acec9e"
"gitHead": "aa5e354fd9502a84e43c9e312ad33d9c155fed01"
}

@@ -41,3 +41,4 @@ // luma.gl

shaderInputs?: ShaderInputs;
/** Bindings */
bindings?: Record<string, Binding>;
/** Parameters that are built into the pipeline */

@@ -49,6 +50,8 @@ parameters?: RenderPipelineParameters;

/** @deprecated Use instanced rendering? Will be auto-detected in 9.1 */
isInstanced?: boolean;
/** instance count */
instanceCount?: number;
/** Vertex count */
vertexCount?: number;
/** instance count */
instanceCount?: number;

@@ -109,2 +112,6 @@ indexBuffer?: Buffer | null;

isInstanced: undefined!,
instanceCount: 0,
vertexCount: 0,
shaderInputs: undefined!,

@@ -141,6 +148,8 @@ pipelineFactory: undefined!,

/** Use instanced rendering */
isInstanced: boolean | undefined = undefined;
/** instance count. `undefined` means not instanced */
instanceCount: number = 0;
/** Vertex count */
vertexCount: number;
/** instance count */
instanceCount: number = 0;

@@ -267,8 +276,12 @@ /** Index buffer */

// Apply any dynamic settings that will not trigger pipeline change
if (props.vertexCount) {
this.setVertexCount(props.vertexCount);
if (props.isInstanced) {
this.isInstanced = props.isInstanced;
}
if (props.instanceCount) {
this.setInstanceCount(props.instanceCount);
}
if (props.vertexCount) {
this.setVertexCount(props.vertexCount);
}
if (props.indexBuffer) {

@@ -366,2 +379,3 @@ this.setIndexBuffer(props.indexBuffer);

vertexArray: this.vertexArray,
isInstanced: this.isInstanced,
vertexCount: this.vertexCount,

@@ -463,2 +477,16 @@ instanceCount: this.instanceCount,

/**
* Updates the instance count (used in draw calls)
* @note Any attributes with stepMode=instance need to be at least this big
*/
setInstanceCount(instanceCount: number): void {
this.instanceCount = instanceCount;
// luma.gl examples don't set props.isInstanced and rely on auto-detection
// but deck.gl sets instanceCount even for models that are not instanced.
if (this.isInstanced === undefined && instanceCount > 0) {
this.isInstanced = true;
}
this.setNeedsRedraw('instanceCount');
}
/**
* Updates the vertex count (used in draw calls)

@@ -472,11 +500,3 @@ * @note Any attributes with stepMode=vertex need to be at least this big

/**
* Updates the instance count (used in draw calls)
* @note Any attributes with stepMode=instance need to be at least this big
*/
setInstanceCount(instanceCount: number): void {
this.instanceCount = instanceCount;
this.setNeedsRedraw('instanceCount');
}
/** Set the shader inputs */
setShaderInputs(shaderInputs: ShaderInputs): void {

@@ -493,2 +513,3 @@ this.shaderInputs = shaderInputs;

/** Update uniform buffers from the model's shader inputs */
updateShaderInputs(): void {

@@ -495,0 +516,0 @@ this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());

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